Non-transitory computer-readable recording medium, information processing device, and method of controlling information processing device

ABSTRACT

A system (information processing device) is caused to determine at least one game medium from among a plurality of game media to be provided to a communication terminal, cause the communication terminal to display the at least one game medium, provide the communication terminal with a game environment to test the at least one game medium; and store the at least one game medium in association with an identifier of the communication terminal upon receiving a notification from the communication terminal indicating that the at least one game medium has been selected for possession.

CROSS-REFERENCE TO RELATED APPLICATION

This application is a continuation of U.S. application Ser. No.16/142,569, filed Sep. 26, 2018, which is a continuation of U.S.application Ser. No. 14/827,961, filed Aug. 17, 2015 (Now U.S. Pat. No.10,099,127), and is based upon and claims priority to and the benefit ofJapanese Patent Application No. 2014-168144 filed Aug. 21, 2014, theentire contents of each of which are incorporated herein by reference.

TECHNICAL FIELD

This disclosure relates to a non-transitory computer-readable recordingmedium, an information processing device, and a method of controlling aninformation processing device.

BACKGROUND

Some video games that use an information processing device, such as acomputer, hold a lottery that has a predetermined chance of winning. Forexample, in the card battle game disclosed in JP 2014-61401 A (PTL 1), aspecial battle (support battle) in accordance with the lottery resultsis held, and the enemy's hit points can be reduced by a predeterminedamount. Progress is made in the game through such a support battle heldin accordance with the lottery results, thereby preventing a reductionin the user's motivation to continue the game.

CITATION LIST Patent Literature

-   PTL 1: JP 2014-61401 A

SUMMARY

A lottery is not only used to determine whether to hold a special eventduring the game. For example, a game medium (such as a card, character,weapon, armor, item, or the like within the game) may be selected bylottery, and by indicating a desire to possess the game medium (forexample, by paying a price), the user can possess the selected gamemedium. By possessing such a game medium, the user can gain an advantagein the game.

In general, however, users have to decide whether they desire to possessthe game medium that was selected as a result of the lottery (gamemedium selected by lottery) without sufficiently understanding theeffect, function, and strength of the game medium. Therefore, if theuser feels that the desired effect is not obtained after indicating adesire to possess the game medium selected by lottery, the user mightfeel less satisfied with the game.

In light of this background, it could be helpful to provide anon-transitory computer-readable recording medium, informationprocessing device, and method of controlling an information processingdevice that can suppress a reduction in user satisfaction with a gamedue to possessing a game medium.

A non-transitory computer-readable recording medium includes computerprogram instructions, which when executed by a computer that provides agame to a communication terminal, cause the computer to:

determine at least one game medium from among a plurality of game mediato be a game medium to provide to a user of the communication terminal;

cause the communication terminal to display the at least one game mediumdetermined to be the game medium to provide to the user;

provide the communication terminal with a game medium environment of usefor the user to test use of the at least one game medium beforeaccepting, from the communication terminal, operation input selectingwhether to possess the at least one game medium; and

store the at least one game medium in association with a user identifierof the communication terminal upon accepting, from the communicationterminal, operation input selecting to possess the at least one gamemedium.

The game medium environment of use may be a different event than thegame. Furthermore, the event may be a battle with an opponent, and inthe event, the user may be able to use at least one of a function and anability that the at least one game medium has.

The event may be held automatically.

The computer program instructions may further cause the computer to:

accept operation input to hold the event, or operation input selectingwhether to possess the at least one game medium, after the event isheld.

The game medium environment of use may be the game during apredetermined time period.

The computer program instructions may further cause the computer to:

add an attribute to the at least one game medium upon accepting, fromthe communication terminal, operation input selecting to possess the atleast one game medium during the predetermined time period, theattribute differing in accordance with timing at which the operationinput is accepted.

An information processing device for providing a game to a communicationterminal comprises:

circuitry configured to:

-   -   determine at least one game medium from among a plurality of        game media to be a game medium to provide to a user of the        communication terminal;    -   cause the communication terminal to display the at least one        game medium determined to be the game medium to provide to the        user;    -   provide the communication terminal with a game medium        environment of use for the user to test use of the at least one        game medium before accepting, from the communication terminal,        operation input selecting whether to possess the at least one        game medium; and    -   store the at least one game medium in association with a user        identifier of the communication terminal upon accepting, from        the communication terminal, operation input selecting to possess        the at least one game medium.

A method of controlling an information processing device for providing agame to a communication terminal comprises:

determining at least one game medium from among a plurality of gamemedia to be a game medium to provide to a user of the communicationterminal;

causing the communication terminal to display the at least one gamemedium determined to be the game medium to provide to the user;

providing the communication terminal with a game medium environment ofuse for the user to test use of the at least one game medium beforeaccepting, from the communication terminal, operation input selectingwhether to possess the at least one game medium; and

storing the at least one game medium in association with a useridentifier of the communication terminal upon accepting, from thecommunication terminal, operation input selecting to possess the atleast one game medium.

The disclosed non-transitory computer-readable recording medium,information processing device, and method of controlling an informationprocessing device can suppress a reduction in user satisfaction with agame due to possessing a game medium.

BRIEF DESCRIPTION OF THE DRAWINGS

In the accompanying drawings:

FIG. 1 is a block diagram of a game system that includes an informationprocessing device according to Embodiment 1;

FIG. 2 illustrates an example of game medium data;

FIG. 3 illustrates an example of user data;

FIG. 4(a) illustrates an example of a lottery top screen, and FIG. 4(b)illustrates an example of a lottery result screen;

FIG. 5(a) illustrates an example of a purchase confirmation screen, andFIG. 5(b) illustrates an example of a demo battle screen;

FIG. 6 is a flowchart illustrating a method of controlling theinformation processing device according to Embodiment 1;

FIG. 7 is a flowchart illustrating a method of controlling aninformation processing device according to Embodiment 2; and

FIG. 8 is a flowchart illustrating a method of controlling aninformation processing device according to Embodiment 3.

DETAILED DESCRIPTION

The following describes the disclosed embodiments with reference to thedrawings.

Embodiment 1

FIG. 1 is a block diagram of a game system that includes an informationprocessing device 1 according to Embodiment 1. This game system includesthe information processing device 1 and a communication terminal 2.While only one communication terminal 2 is illustrated in FIG. 1 for thesake of convenience, a plurality of communication terminals 2 may beprovided. The information processing device 1 and the communicationterminal 2 communicate over a network, such as the Internet, yet maycommunicate directly. The function of the information processing device1 could be implemented over a plurality of information processingdevices 1.

In this embodiment, the information processing device 1 is a game serverthat delivers a game to the communication terminal 2. The game deliveredby the information processing device 1 is a battle game in thisembodiment.

The communication terminal 2 is a terminal device with which the userperforms operations related to the game and to a lottery. In thisembodiment, the communication terminal 2 is a smartphone. In the battlegame delivered by the information processing device 1, the user gatherscards to form a deck, selects cards from the deck, and fights anopponent (referred to below as a battle) or takes on tasks (quests,missions, or the like). The name and image of a game medium that may beused in a battle or task are depicted on a card, and a special abilityis established for each game medium. The term “game medium” is a generalterm for electronic data that may be acquired, possessed, used, managed,exchanged, combined, strengthened, sold, discarded, and/or gifted in thegame by a player in accordance with game progress. The game medium may,for example, be a card, character, avatar, weapon, armor, item, or thelike within the game. In this disclosure, the game medium is mainlydescribed as being a character, yet the forms of use of the game mediumare not limited to those explicitly included in this disclosure. Thegame medium includes a variety of parameter information, examples ofwhich include combat points such as attack points and defense points ofthe game medium, combat means such as attack means and defense means ofthe game medium, ability and skill information of the game medium,information on the avatar of the game medium, properties of the gamemedium, an index indicating the below-described rarity of the gamemedium, and the like.

(Overall System Configuration)

The information processing device 1 includes a server communicationinterface 10, a memory 11, a server control processor 15. The memory 11stores a lottery module 31, a control processor 32 for terminal display,and a game medium environment of use provision module 33 (referred tobelow simply as the “environment of use provision module 33”). Thelottery module 31, the control processor 32, and the environment of useprovision module 33 may be software modules that are implemented by theserver control processor 15.

The server communication interface 10 communicates with thecommunication terminal 2. While the server communication interface 10communicates with the communication terminal 2 by a wireless connectionin this embodiment, communication may be by a wired connection instead.The server communication interface 10 may also be enabled to choosebetween wireless communication and wired communication or to use both.

The memory 11 stores game medium data 111 and user data 112. In thisembodiment, these data are stored in the memory 11 in table form.Details are provided below.

The server control processor 15 controls various operations of theinformation processing device 1 and overall game progress. The servercontrol processor 15 for example determines the opponent in a battle,the content of the tasks the user takes on, or the like, and transmitsinstructions to display a variety of game screens to the communicationterminal 2 via the server communication interface 10. To conduct thegame appropriately, the server control processor 15 controls the lotterymodule 31, control processor 32 for terminal display, and environment ofuse provision module 33 by implementing them as software modules andcauses the environment of use provision module 33 to manage the userdata 112 (for example, to update values).

When there is a request to hold a lottery from the user, the lotterymodule 31 selects a game medium from among a plurality of game media bylottery. The plurality of game media may be of different types. Whilethe lottery module 31 selects one game medium at a time in thisembodiment, a plurality of game media may be selected instead. The userpossesses the game medium selected by the lottery module 31 as the gamemedium to provide to the user (game medium selected by lottery) byperforming operation input to select possession. In other words, inorder for the user to possess the game medium selected by lottery, it isnecessary not only for the game medium to be selected by lottery, butalso for the user to select possession. A selection operation to selectpurchasing is an example of operation input to select possession.Purchasing refers to paying in-game currency, points, tickets, or thelike as the price for acquiring the game medium selected by lottery.While the case of the user possessing a game medium by purchasing isdescribed as an example below, the user may possess the game medium byfreely acquiring instead of purchasing the game medium. Each time thereis a request to hold a lottery from the user, the lottery module 31 mayrandomly select at least one game medium to provide to the user fromamong a plurality of game media. As another lottery method, the order ofissuance (selection) may be set in advance, and when there is a requestto hold a lottery from the user, the lottery module 31 may issue an itemin accordance with the set order. The game medium selected by lotterycorresponds to the “at least one game medium” of this disclosure.

In this embodiment, the lottery module 31 holds a lottery in accordancewith probabilities that correspond to the rarity of game media. Therarity (unusualness, i.e. value within the game) of a game medium is,for example, represented as a numerical value. As the rarity is higher(as the numerical value is larger), the game medium is more rare. Forexample, the lottery module 31 may select a game medium having a rarityof one with a probability of 10% and select a game medium having ararity of five with a probability of 0.01%. In this case, the userattempts to obtain a game medium with high rarity, thus leading tocontinued requests to hold a lottery and preventing a reduction in theuser's motivation to continue the game. The lottery module 31 canretrieve information on rarity from the game medium data 111 stored inthe memory 11. To allow the user to easily grasp the value within thegame, the rarity may, for example, be differentiated into orders(levels) such as normal, rare, super-rare, ultra-rare, and the like.

As another embodiment, the lottery module 31 may hold the lottery sothat the same game medium selected by lottery is not selected again. Thelottery module 31 can avoid duplicate selection of the game mediumselected by lottery by, for example, providing a group (set) of gamemedia that can be selected by lottery and removing each game mediumselected by lottery from the group of game media. In this case, thenumber of game media selectable by lottery decreases as lotteries areheld. Therefore, when a game medium that the user wants is still amongthe game media selectable by lottery, the chance of winning that gamemedium increases. This facilitates the continuation of requests from theuser to hold a lottery and leads to further prevention of a reduction inthe user's motivation to continue the game.

Via the server control processor 15 and the server communicationinterface 10, the control processor 32 for terminal display causes thecommunication terminal 2 to display screens related to the lottery heldby the lottery module 31. As described below, the control processor 32for terminal display for example causes the communication terminal 2 todisplay a lottery top screen, a lottery result screen, a purchaseconfirmation screen, a demo battle screen, and the like. Via control bythe server control processor 15, the control processor 32 for terminaldisplay may also cause the communication terminal 2 to display screensnot related to the lottery.

The environment of use provision module 33 provides an environment inwhich the user can use the game medium selected by lottery (game mediumenvironment of use) and manages the user data 112 stored in the memory11. In this embodiment, the game medium environment of use is providedas an event (the below-described demo battle). In another embodiment,the game medium environment of use may be the battle game itself forwhich a predetermined time period (trial period) is established. At thistime, the environment of use provision module 33 also sets the opponentthat the user battles and the conditions (such as the opponent's level,whether the battle is an individual battle or a group battle, and thelike). By the environment of use provision module 33 providing a gamemedium environment of use, the user can sufficiently understand theeffect, function, and strength of the game medium in the game. In thisembodiment, users can know the effect, function, and strength of thegame medium selected by lottery, including the below-described ability,before they decide whether they desire to possess the game medium.

All or a portion of the lottery module 31, control processor 32 forterminal display, and environment of use provision module 33 may becombined into one block in the program. Conversely, all or a portion ofthe lottery module 31, control processor 32 for terminal display, andenvironment of use provision module 33 may be further divided intoseparate blocks. The information processing device 1 may be a computerthat operates in accordance with a program stored in the memory 11, andall or a portion of the lottery module 31, control processor 32 forterminal display, and environment of use provision module 33 may beimplemented by software. For example, the program stored in the memory11 may cause the computer to function as the lottery module 31, controlprocessor 32 for terminal display, and environment of use provisionmodule 33.

The communication terminal 2 is provided with a terminal communicationinterface 20, a display 21, an operation interface 22, and a terminalcontrol processor 24.

The terminal communication interface 20 communicates with theinformation processing device 1. While the terminal communicationinterface 20 communicates with the information processing device 1 by awireless connection in this embodiment, communication may be by a wiredconnection instead. The terminal communication interface 20 may also beenabled to choose between wireless communication and wired communicationor to use both.

In accordance with instructions from the information processing device1, the display 21 displays screens of the game, screens of an event (forexample, a demo battle), and screens related to the lottery held by thelottery module 31.

The operation interface 22 accepts user operation performed in relationto the game, event, or lottery. The operation interface 22 transmits aninput signal in accordance with the accepted user operation to theterminal control processor 24. The operation interface 22 may use anytype of input interface, such as buttons, a touch panel, or the like.The operation interface 22 is described below as being a touch panel.

The terminal control processor 24 controls various operations of thecommunication terminal 2. The terminal control processor 24 alsoretrieves, from the operation interface 22, an input signal inaccordance with user operation accepted on various screens displayed onthe display 21. Via the terminal communication interface 20, theterminal control processor 24 transmits the acquired input signal to theinformation processing device 1.

(Game Medium Data)

FIG. 2 illustrates an example of game medium data 111 stored in thememory 11. In the game medium data 111, the “game medium name” (forexample, game medium A) has attached thereto a uniquely identifiableidentifier (“game medium identifier”, such as ITM001) to distinguish thegame medium. In association with the game medium identifier, theparameters “game medium image”, “category”, “ability”, and “rarity” aremanaged in table form. The parameters are not limited to those listed inFIG. 2. For example, information such as “popularity”, which isdetermined based on the probability of purchase, may be furtherincluded. Conversely, a portion of the parameters may be omitted. Thegame medium data 111 may be unchanging or may be updated by the servercontrol processor 15, for example when game media increase or decrease.

While the “game medium identifier” is a combination of the letters “ITM”and a three-digit number in this embodiment, this example is notlimiting. The “game medium name” is the name of the game medium. As longas the game medium can be distinguished by the game medium identifier,duplicate game medium names are allowed. The “game medium image” is animage of the game medium in the game. The degree of decoration of thegame medium image changes in accordance with the rarity. For example,the decoration of the character included in the image and of thecharacter's background image becomes more elaborate as the rarity ishigher.

The “category” indicates the category of the game medium. In thisembodiment, categories include a “character” that battles together as anally; a “weapon” that an allied character uses to attack; “armor” thatprotects an allied character from an opponent's attack; an “item” suchas an ornament, food, or the like; and a “card” for forming the deck.The categories are not, however, limited to these examples.

As described above, the “ability” is a special ability that the gamemedium has. In this embodiment, the ability is subdivided into, forexample, a command ability that allows for an advantage in battle, apassive ability that has the effect of raising the adequacy of armor orthe status of an allied character, a dungeon ability that allows for anadvantage in a dungeon siege, and the like. The game medium may have oneor more abilities or may have no ability. The ability may also beacquired in levels. In this embodiment, subdivided abilities areindicated by the letters a to h, and the acquirable level is indicatedby a numerical suffix.

As described above, the rarity is a representation of the rarity(unusualness) of the game medium as a numerical value. As the rarity ishigher (as the numerical value is larger), the game medium is more rare.In this embodiment, the rarity of each game medium is ranked from 1 to5. The lottery module 31 retrieves information on rarity in the gamemedium data 111 and holds a lottery so that as the rarity of a gamemedium is higher, the probability of choosing that game mediumdecreases.

The parameters of the game medium data 111 are now described assumingthat, for example, the game medium A in FIG. 2 is “Knight” (see FIG.4(b)). An image of “Knight” (see FIG. 4(b)) is stored in the memory 11as the game medium A image. The category of “Knight” is a “character”that battles together as an ally. “Knight” has abilities “a2”, “b3”, and“d1” (see FIG. 5(b)) and a rarity of “5”. In greater detail, the ability“d” can be acquired from the start (level 1), whereas ability “a” can beacquired from level 2, and ability “b” from level 3. Not providing allof the abilities from the start, but rather establishing levels at whicheach ability can be acquired, can motivate the user to continue thegame.

(User Data)

FIG. 3 illustrates an example of user data 112 stored in the memory 11.The user data 112 distinguishes the user of the communication terminal 2with a uniquely identifiable identifier (“user identifier”, such asUID001). In association with the user identifier, the parameters “gamemedium selected by lottery”, “time elapsed since issuance”, “remaininglottery time”, “purchased game media”, and “number of demo battles” aremanaged in table form. The parameters are not limited to those listed inFIG. 3. For example, information such as the level of the game mediathat the user possesses may be further included. Conversely, a portionof the parameters may be omitted. The user data 112 is managed mainly bythe environment of use provision module 33.

While the “user identifier” is a combination of the letters “UID” and athree-digit number in this embodiment, this example is not limiting. Forexample, as long as the user can be uniquely identified, the useridentifier may be a name freely set by the user.

The “game medium selected by lottery” is the name of a game mediumrepresenting the game medium that was issued to the user by the lotterymodule 31 by lottery. Instead of the name of a game medium, the gamemedium identifier in FIG. 2 may be used as the game medium selected bylottery.

The “time elapsed since issuance” is the length of time elapsed fromwhen the current game medium was issued, i.e. from the immediately priorlottery held by the lottery module 31. The time elapsed since issuanceis, for example, used by the environment of use provision module 33 todetermine whether the time limit for purchasing the game medium selectedby lottery has passed.

In this embodiment, the “remaining lottery time” indicates the remainingtime in which the user can play a trial lottery. The trial lotterydiffers from a regular lottery in that before the user selects whetherto possess a game medium, the user is provided with a game mediumenvironment of use in which the game medium can be used. In thisembodiment, the trial lottery is possible during a certain time periodstarting upon user registration (for example, eight days). After thistime period has elapsed, only a regular lottery is possible. Theremaining lottery time is, for example, used by the control processor 32for terminal display to determine whether the user is not allowed toselect the trial lottery on the below-described lottery top screen.Referring below simply to a lottery means that the lottery is a triallottery.

The “purchased game media” refers to game media that the user haspurchased, i.e. game media that the user has come to possess byperforming operation input to select possession. Upon acceptingoperation input from the communication terminal 2 to select possessionof the game medium selected by lottery, the environment of use provisionmodule 33 stores the game medium selected by lottery in association witha user identifier. That is, the environment of use provision module 33updates the user data 112 so as to add the game medium selected bylottery to the purchased game media. The “number of demo battles”indicates the number of demo battles the user has held using the gamemedium selected by lottery. Details on the demo battle are providedbelow.

In the example in FIG. 3, for the user whose user identifier is UID002,game medium B is selected by lottery, and 14 hours have elapsed sinceissuance. This user has 160 hours and 50 minutes left to play the triallottery. This user has already purchased the game media “C” and “E” andhas held a demo battle three times for the game medium B selected bylottery. On the other hand, the user whose user identifier is UID005 hasjust registered. This user has 190 hours and 10 minutes left to play thetrial lottery. This user, however, has not yet requested that a lotterybe held, and the other parameters are still blank.

(Screens Related to Lottery)

In relation to a lottery by the lottery module 31, the control processor32 for terminal display causes the communication terminal 2 to display alottery top screen, a lottery result screen, a purchase confirmationscreen, and a demo battle screen. The following describes examples ofthese screens with reference to the drawings. The control processor 32for terminal display may also cause the communication terminal 2 todisplay a screen announcing that the user has purchased the game mediumselected by lottery (purchase notification) and a screen announcing thatthe game medium selected by lottery is being used during the trialperiod (trial use notification).

FIG. 4(a) illustrates an example of the lottery top screen displayed onthe display 21 of the communication terminal 2. The display 21 of thecommunication terminal 2 is a touch panel and also functions as theoperation interface 22. As illustrated in FIG. 4(a), the lottery topscreen includes a title 24A in which “lottery top” is written in theupper center. The lottery top screen also includes a tab 24B forselecting the “regular lottery” and a tab 24C for selecting the “triallottery”. In this embodiment, the tab 24C is removed after elapse of acertain time period (for example, eight days) starting upon userregistration, so that the trial lottery can no longer be selected.

In the example in FIG. 4(a), in conjunction with the selected tab 24C,an explanation 24D of the “trial lottery” is displayed, explaining thatthe trial lottery can be played up to three times a day, that thelottery time limit is DD/MM/YYYY, and other such information. Theexplanation 24D includes a precautions button 24E for displayingdetailed precautions regarding the “trial lottery” and a lottery startbutton 24F for requesting that the “trial lottery” be held. Once theuser presses the precautions button 24E, detailed precautions regardingthe “trial lottery” are displayed. Once the user presses the lotterystart button 24F, a request to hold the lottery is transmitted to theinformation processing device 1.

FIG. 4(b) illustrates an example of a lottery result screen. Asillustrated in FIG. 4(b), the lottery result screen includes a title 25Ain which “lottery results” is written in the upper center. The lotteryresult screen also includes a lottery result explanation 25B explainingthe lottery results. In the example in FIG. 4(b), the lottery resultexplanation 25B indicates that the game medium issued by the lottery,i.e. the game medium selected by lottery, is “Knight” and that 72 hoursremain until the time limit for purchase. The lottery result screen alsoincludes an image 25C of “Knight”, i.e. the game medium selected bylottery.

FIG. 5(a) illustrates an example of a purchase confirmation screen. Asillustrated in FIG. 5(a), the purchase confirmation screen includes atitle 27A in which “purchase confirmation” is written in the uppercenter. The purchase confirmation screen also includes a game mediumexplanation 27B and a purchase display 27C. The game medium explanation27B explains that the game medium selected by lottery is “Knight” andother such information and includes a demo battle button 27F forrequesting that a demo battle be held. Once the user presses the demobattle button 27F, a request to hold a demo battle is transmitted to theinformation processing device 1. The purchase display 27C includes apurchase button 27D for purchasing the issued unit, i.e. the game mediumselected by lottery, and a cancel button 27E for canceling the purchase.The user can purchase the game medium selected by lottery by pressingthe purchase button 27D. The user can also cancel purchase of the gamemedium selected by lottery by pressing the cancel button 27E.

In greater detail, when the purchase button 27D or the cancel button 27Eis pressed, the environment of use provision module 33 updates the userdata 112 as follows. First, when the purchase button 27D is pressed andpossession is selected, the environment of use provision module 33stores the game medium selected by lottery in association with the useridentifier in the user data 112. On the other hand, when the cancelbutton 27E is pressed and purchase of the game medium selected bylottery is canceled, the environment of use provision module 33 does notassociate the game medium selected by lottery with the user identifierin the user data 112.

In the example in FIG. 5(a), only the purchase button 27D and the cancelbutton 27E are provided, yet buttons corresponding to other userinstructions may be further provided. For example, when a combine buttonis provided, the game medium selected by lottery may be combined withanother game medium by pressing the combine button. The other gamemedium that is combined may, for example, be selectable from among thepurchased game media. When combination of the game medium selected bylottery is selected, for example the environment of use provision module33 first deletes data on the game medium that was associated with theuser identifier in the user data 112 and was used for combination andthen stores the game medium after combination in association with theuser identifier in the user data 112. As another example, when anexchange button is provided, the game medium selected by lottery may beexchanged with another user by pressing the exchange button. Whenexchange of the game medium selected by lottery is selected, for examplethe environment of use provision module 33 stores the game media thatare exchanged by exchanging the associations with the user identifiersin the user data 112. By providing the user with options other thanpossession, the usefulness of the game medium selected by lottery isfurther increased, thus leading to continued requests from the user tohold a lottery and further preventing a reduction in the user'smotivation to continue the game.

FIG. 5(b) illustrates an example of a demo battle screen. As illustratedin FIG. 5(b), the demo battle screen includes a title 26A in which “demobattle” is written in the upper center. The demo battle screen alsoincludes an image 26C of “Knight”, i.e. the game medium selected bylottery, and an image 26B of the opponent. In this embodiment, anability 26D of “Knight”, i.e. the game medium selected by lottery, isalso displayed on the demo battle screen.

(Processing by Information Processing Device)

FIG. 6 is a flowchart of processing when the information processingdevice 1 according to this embodiment holds the above-described triallottery. In other words, the flowchart in FIG. 6 represents a method ofcontrolling the information processing device 1.

In step S1, the information processing device 1 updates the user data112. The information processing device 1 in particular updates the timeelapsed since issuance and the remaining lottery time of the user data112. If the processing is after the below-described purchasenotification, the information processing device 1 also updates thepurchased game media.

In step S2A, the information processing device 1 determines whether theremaining lottery time is zero. In other words, based on the remaininglottery time, the information processing device 1 determines whether theuser can play the trial lottery. When the remaining lottery time hasreached zero (step S2A: YES), the information processing device 1terminates the processing in FIG. 6 so that the user cannot select thetrial lottery on the lottery top screen. Conversely, when the remaininglottery time is not zero (step S2A: NO), the information processingdevice 1 proceeds to the processing in step S3.

In step S3, the information processing device 1 determines whether thereis a request for the lottery top screen from the user, i.e. whetherdisplay of the lottery top screen has been requested. When the user hasnot requested the lottery top screen (step S3: NO), the informationprocessing device 1 returns to the processing in step S1. Conversely,when the user has requested the lottery top screen (step S3: YES), theinformation processing device 1 proceeds to the processing in step S4.

In step S4, the information processing device 1 issues an instruction todisplay the lottery top screen, i.e. causes the lottery top screen (seeFIG. 4(a)) to be displayed on the display 21 of the communicationterminal 2.

In step S5, the information processing device 1 determines whether thereis a request from the user to hold a lottery, i.e. whether the user haspressed the lottery start button 24F to request that a lottery be held.When there is no request from the user to hold a lottery (step S5: NO),the information processing device 1 waits. Conversely, when the user hasrequested that a lottery be held (step S5: YES), the informationprocessing device 1 proceeds to the processing in step S6.

In step S6, the information processing device 1 accesses the game mediumdata 111 and retrieves necessary information. In particular, theinformation processing device 1 retrieves information on the rarity ofthe game media from the game medium data 111 and holds the lottery sothat as the rarity of a game medium is higher, the probability ofchoosing that game medium decreases (for example, in inverseproportion). In addition to the probability of choosing the game mediumbeing inversely proportional to rarity, the probability of choosing aparticular game medium may be adjusted to be higher or lower. Forexample, when a particular boss campaign is being held, the probabilityof choosing a character (a type of game medium) that can inflict a largeamount of damage on the boss may be increased. This adjustment of theprobability of choosing a game medium can provide conditionsadvantageous for the user, which may further increase the user'smotivation to continue the game.

In step S7, the information processing device 1 holds a lottery inaccordance with probabilities that correspond to the rarity of gamemedia. The game medium selected by lottery is thus determined.

While the lottery module 31 holds a lottery in accordance withprobabilities that correspond to the rarity of game media in thisembodiment, the order of issuance (selection) of game media may be setin advance, and when the user requests acquisition of a game medium,items may be issued in accordance with the set order, as describedabove. When the order of issuance of game media is set in advance, theinformation processing device 1 retrieves the issuance order of gamemedia in step S6. In step S7, the information processing device 1 thendetermines the position in the issuance order of the game medium thatwas issued last and determines that the next game medium in the issuanceorder is the game medium selected by lottery.

In step S8, the information processing device 1 issues an instruction todisplay the lottery result screen, i.e. causes the lottery result screen(see FIG. 4(b)) to be displayed on the display 21 of the communicationterminal 2.

In step S9, the information processing device 1 updates the user data112. The information processing device 1 in particular updates the gamemedium selected by lottery and the time elapsed since issuance for theuser who requested that the lottery be held.

In step S10, the information processing device 1 issues an instructionto display the purchase confirmation screen, i.e. causes the purchaseconfirmation screen (see FIG. 5(a)) to be displayed on the display 21 ofthe communication terminal 2.

In step S19, the information processing device 1 determines whetherthere is a request from the user to hold a demo battle, i.e. whether theuser has pressed the demo battle button 27F to request that a demobattle be held. When the user has not requested a demo battle (step S19:NO), the information processing device 1 proceeds to the processing instep S30. Conversely, when the user has requested a demo battle (stepS19: YES), the information processing device 1 proceeds to theprocessing in step S20.

In step S20, the information processing device 1 determines whether thetime elapsed since issuance of the game medium has exceeded the limit.In other words, based on the time elapsed since issuance, theinformation processing device 1 determines whether the time limit forpurchasing the game medium selected by lottery has been exceeded. Whenthe time elapsed since issuance has not exceeded the limit, i.e. whenthe current time is still within the time in which the game mediumselected by lottery is purchasable (step S20: NO), the informationprocessing device 1 proceeds to the processing in step S22. Conversely,when the time elapsed since issuance has exceeded the limit, i.e. whenthe time limit for purchasing the game medium selected by lottery haspassed (step S20: YES), the information processing device 1 proceeds tothe processing in step S30. At this time, the information processingdevice 1 may reset (blank out) the following columns in the user data112: game medium selected by lottery, time elapsed since issuance, andnumber of demo battles.

In this embodiment, no upper limit is placed on the number of demobattles. As another embodiment, however, an upper limit may be placed onthe number of demo battles. In this case, in step S20, the informationprocessing device 1 also determines whether the upper limit on thenumber of demo battles has been exceeded. In other words, when at leastone of the time elapsed since issuance and the number of demo battleshas exceeded the limit (step S20: YES), the information processingdevice 1 proceeds to the processing in step S30. Otherwise (step S20:NO), the information processing device 1 proceeds to the processing instep S22.

In step S22, the information processing device 1 holds a demo battle. Atthis time, the demo battle screen (see FIG. 5(b)) is displayed on thedisplay 21 of the communication terminal 2. The demo battle is an eventprovided by the environment of use provision module 33 of theinformation processing device 1 and is a form of the game mediumenvironment of use. The purpose of the demo battle is to allow the userto sufficiently understand the effect, function, and strength of thegame medium selected by lottery before determining whether he or shedesires to possess the game medium. Therefore, the environment of useprovision module 33 of the information processing device 1 appropriatelysets the opponent that the user battles and the conditions.

In the example in FIG. 5(b), the environment of use provision module 33raises the level of “Knight”, i.e. the game medium selected by lottery,to a level allowing for use of all of the abilities 26D (specifically,to level 3 or higher). So that the abilities of “Knight” can be used atthis time, the level of the opponent is preferably set low. Doing soprevents the opponent from being too strong, so that “Knight” is notdefeated before use of the abilities that “Knight” has. The environmentof use provision module 33 may also have a tutorial mode to teach theuser the timing that exploits the abilities 26D. At this time, the usercan sufficiently understand the effect and strength of all of theabilities of “Knight”. For an objective comparison of the effect,function, and strength of the game medium selected by lottery, theenvironment of use provision module 33 can also fix the level of theopponent. For the user to understand the abilities in particular, theenvironment of use provision module 33 may also appropriately changewhether the battle is an individual battle or a group battle. Forexample, when the ability of the game medium selected by lottery ismagic related to recovery, the effect cannot be understood without thepresence of an ally. In such a case, the environment of use provisionmodule 33 may set the conditions of the demo battle to allow for a groupbattle instead of an individual battle.

In step S23, the information processing device 1 updates the user data112. In particular, the information processing device 1 updates thenumber of demo battles. Subsequently, the information processing device1 returns to the processing in step S19. In other words, in thisembodiment, the user can repeat the demo battle until becoming convincedof the effect, function, and strength of the game medium selected bylottery.

In step S30, the information processing device 1 determines whether theuser has expressed an intention to purchase, i.e. whether the user haspressed the purchase button 27D or the cancel button 27E. When the userhas pressed the cancel button 27E to cancel purchase of the game mediumselected by lottery (step S30: NO), the information processing device 1returns to the processing in step S4, and the user can once againrequest that a lottery be held. On the other hand, when the user haspressed the purchase button 27D to express an intention to purchase thegame medium selected by lottery (step S30: YES), the informationprocessing device 1 proceeds to the processing in step S31.

In step S31, the information processing device 1 transmits a purchasenotification to the communication terminal 2 to indicate that the usernow possesses the game medium selected by lottery. At this time, amessage may be displayed on the display 21 of the communication terminal2 to indicate that purchase is complete. Subsequently, the informationprocessing device 1 returns to the processing in step S1.

As described above, the information processing device 1 of thisembodiment provides the communication terminal 2 with a game mediumenvironment of use (demo battle) that allows for use of the game mediumselected by lottery before accepting operation input from thecommunication terminal 2 to select whether to possess the game medium.Therefore, user satisfaction with the acquired game medium can beincreased, thereby suppressing a reduction in user satisfaction with thegame due to possessing a game medium.

In this embodiment, the game medium environment of use that allows foruse of the game medium selected by lottery is provided in the form of ademo battle, which is a different event than the game. At this time, theenvironment of use provision module 33 can set the opponent that theuser battles in the demo battle and the conditions in accordance withthe game medium selected by lottery. In other words, in this embodiment,the user can use the game medium selected by lottery in an environmentthat reliably allows the user to win the battle. Therefore, not only canthe user understand the effects of the game medium selected by lottery,but by winning the battle, the user can also experience a furtherincrease in motivation to continue the game. The purchase confirmationscreen in this embodiment (see FIG. 5(a)) includes the demo battlebutton 27F, purchase button 27D, and cancel button 27E. In other words,in this embodiment, the user can select whether to hold a demo battleand whether to express a desire to possess the game medium selected bylottery. Therefore, the user has a degree of freedom with respect to thetiming of possession.

In this embodiment, the user can repeat the demo battle until becomingconvinced of the effect, function, and strength of the game mediumselected by lottery. In other words, after holding a demo battle (seestep S22 in FIG. 6), the user can again request that a demo battle beheld (see step S19 of FIG. 6). Upon accepting operation input from thecommunication terminal 2 to hold the demo battle (upon the demo battlebutton 27F being pressed), the information processing device 1 can holdthe demo battle again with the same conditions or after changing theconditions. Such repetition of the demo battle can further suppress areduction in user satisfaction with the game due to possessing a gamemedium.

Embodiment 2

FIG. 7 is a flowchart illustrating a method of controlling aninformation processing device 1 according to Embodiment 2. The structureof the information processing device 1 is the same as in Embodiment 1,and hence a description thereof is omitted. As compared to Embodiment 1,in which the number of demo battles was completely left up to userselection, the method of controlling the information processing device 1according to this embodiment differs in that the demo battle isautomatically held once without a selection operation by the user. Thesame reference signs are assigned to the same steps as in FIG. 6, and adescription thereof is omitted. The portions that differ from Embodiment1 are described below in detail.

First, since steps S1 to S9 are the same as steps bearing the samereference signs in the method of controlling the information processingdevice 1 according to Embodiment 1, a description thereof is omitted.After step S9, the processing in step S20 is performed. When the timeelapsed since issuance has not exceeded the limit (step S20: NO), theinformation processing device 1 of this embodiment performs theprocessing in step S22.

Subsequently, in step S22, the information processing device 1 holds ademo battle. In other words, in this embodiment, the demo battle is heldonce after the lottery automatically, without requiring a userinstruction to hold the demo battle.

In step S23, the information processing device 1 updates the user data112. In particular, the information processing device 1 updates thenumber of demo battles. In this embodiment, since the demo battle isonly held once, step S23 may be omitted.

In step S24, the information processing device 1 issues an instructionto display the purchase confirmation screen, i.e. causes the purchaseconfirmation screen to be displayed on the display 21 of thecommunication terminal 2. In this embodiment, the purchase confirmationscreen is the screen in FIG. 5(a), omitting the demo battle button 27F.In other words, in this embodiment, after the demo battle is held once,it is confirmed whether the user desires to possess the game mediumselected by lottery. When the time elapsed since issuance has exceededthe limit in step S20 (step S20: YES), the subsequent steps S30 and S31are the same as Embodiment 1, and hence a description thereof isomitted.

Before accepting an indication from the user of whether he or shedesires to possess the game medium, the information processing device 1of this embodiment provides the user with a game medium environment ofuse (demo battle) that allows for use of the game medium selected bylottery. In this embodiment, unlike Embodiment 1, the demo battle isprovided to the user automatically after the game medium lottery.Therefore, without operation input, the user always participates in thedemo battle at least once, thereby reliably allowing the user todetermine whether to purchase the game medium after understanding, withcertainty, the effect, function, and strength of the game mediumselected by lottery, without having to bother with operation input. Areduction in user satisfaction with the game due to possessing a gamemedium can thus be suppressed.

In this embodiment, a purchase confirmation screen in which the demobattle button 27F is omitted is displayed after the demo battle. Inother words, the demo battle is only held once. The length of time thatthe main game is interrupted by another event (demo battle) is thereforeshortened, allowing the game to proceed rapidly. As a modification tothis embodiment, however, a purchase confirmation screen from which thedemo battle button 27F is not omitted may be displayed, and the user maybe allowed to repeat the demo battle multiple times. The user may beallowed to repeat the demo battle a limited number of times (forexample, three times), and a purchase confirmation screen from which thedemo battle button 27F is omitted may then be displayed. This approachallows for a good balance between rapid game progress and the userunderstanding the effect, function, and strength of the game mediumselected by lottery.

Embodiment 3

FIG. 8 is a flowchart illustrating a method of controlling aninformation processing device 1 according to Embodiment 3. The structureof the information processing device 1 in this embodiment is the same asin Embodiments 1 and 2 (earlier embodiments), and hence a descriptionthereof is omitted. As compared to the earlier embodiments, the methodof controlling the information processing device 1 according to thisembodiment differs in that the game medium selected by lottery can betested in the main game (battle game), rather than in a demo battle. Thesame reference signs are assigned to the same steps as in FIGS. 6 and 7,and a description thereof is omitted. The portions that differ from theearlier embodiments are described below in detail.

In step S1, the information processing device 1 updates the user data112. The information processing device 1 in particular updates the timeelapsed since issuance and the remaining lottery time of the user data112. If the processing is after the below-described purchasenotification, the information processing device 1 also updates thepurchased game media. In this embodiment, the demo battle is not held,and therefore the user data 112 do not include the number of demobattles. Since step S2A that follows step S1 is the same as the earlierembodiments, a description thereof is omitted.

In step S2B, the information processing device 1 refers to data on thetime elapsed since issuance in the user data 112 to determine whether apredetermined time period has elapsed. The predetermined time period isa time period (trial period) in which the game medium selected bylottery can be tested in the game before purchase. The state in whichthe user is using the game medium selected by lottery in the game duringthe trial period before purchase is also expressed as “trial use”. Whenthe trial period has not elapsed (step S2B: NO), the informationprocessing device 1 proceeds to the processing in step S3A. Conversely,when the trial period has elapsed (step S2B: YES), the informationprocessing device 1 proceeds to the processing in step S24. When theuser has not yet played the trial lottery, the trial period isconsidered not to have elapsed (step S2B: NO), and the informationprocessing device 1 proceeds to the processing in step S3A. For example,if the trial period is three days, then before purchase, the user canunderstand the effects and the like of the game medium selected bylottery by simply playing the game as usual during those three days.

In step S3A, the information processing device 1 determines whetherthere is a request for the lottery top screen from the user, i.e.whether display of the lottery top screen has been requested. When theuser is already participating in trial use of the game medium selectedby lottery, or when the user has not requested the lottery top screen(step S3A: NO), the information processing device 1 returns to theprocessing in step S1. Conversely, when the user is not participating intrial use and has requested the lottery top screen (step S3A: YES), theinformation processing device 1 proceeds to the processing in step S4.

Since steps S4 to S9 are the same as steps bearing the same referencesigns in the method of controlling the information processing device 1according to the earlier embodiments, a description thereof is omitted.In step S11, which follows step S9, the information processing device 1of this embodiment transmits a trial use notification to thecommunication terminal 2 to indicate the state in which the user isusing the game medium selected by lottery in the game before purchase.At this time, a message may be displayed on the display 21 of thecommunication terminal 2 to indicate trial use. Subsequently, theinformation processing device 1 returns to the processing in step S1.

When the trial period has elapsed (step S2B: YES), then in step S24, theinformation processing device 1 issues an instruction to display thepurchase confirmation screen, i.e. causes the purchase confirmationscreen to be displayed on the display 21 of the communication terminal2. In this embodiment, the purchase confirmation screen is the screen inFIG. 5(a), omitting the demo battle button 27F. The reason is that inthis embodiment, the user uses the game medium selected by lottery inthe main game during an established trial period, and no demo battle isheld, thus making the demo battle button 27F unnecessary. Afterunderstanding the effects and the like of the game medium selected bylottery by using the game medium during the trial period, the userdecides whether he or she desires to possess the game medium. Sincesteps S30 and S31 that follow step S24 are the same as the earlierembodiments, a description thereof is omitted.

In this embodiment, when the cancel button 27E is pressed, theenvironment of use provision module 33 updates the user data 112 asfollows. Once the trial period starts, the environment of use provisionmodule 33 stores the game medium selected by lottery in association witha user identifier in the user data 112. Upon the cancel button 27E beingpressed, the environment of use provision module 33 deletes data on thegame medium selected by lottery that was associated with a useridentifier in the user data 112.

Before accepting an indication of whether the user desires to possessthe game medium, the information processing device 1 of this embodimentprovides the user with a game medium environment of use (main game withan established trial period) that allows for use of the game mediumselected by lottery. Therefore, the user can determine whether topurchase the game medium selected by lottery after understanding theactual effect, function, and strength of the game medium in the maingame, thereby preventing a reduction in user satisfaction with the gamedue to possessing a game medium.

The information processing device 1 of this embodiment displays thepurchase confirmation screen after the trial period elapses. Thepurchase confirmation screen may, however, be displayed at shorterintervals (for example, every eight hours). When the user expresses adesire to purchase the game medium selected by lottery during thepredetermined time period (trial period), the information processingdevice 1 may add a different attribute to the game medium in accordancewith the speed with which the user expressed the desire to purchase. Forexample, when the user purchases at an earlier time, the game medium maybe provided with a higher level than when the user purchases later. Theinformation processing device 1 may, for example, provide a level bonusthat increases the level by +2 when the user purchases the game mediumthe first time the purchase confirmation screen is displayed and thatincreases the level by +1 when the user purchases the game medium thesecond time the purchase confirmation screen is displayed. Theinformation processing device 1 may also provide a special ability inaddition to the regular abilities if the user purchases the game mediumthe first time the purchase confirmation screen is displayed. Providingthe game medium with a different attribute in accordance with the speedwith which the user indicates a desire to purchase can increase theuser's motivation to purchase and further increase the user's motivationto continue the game.

Although the disclosed embodiments have been described based on drawingsand examples, it is to be noted that various changes and modificationswill be apparent to those skilled in the art based on this disclosure.Therefore, such changes and modifications are to be understood asincluded within the scope of this disclosure. For example, the functionsand the like included in the various blocks, steps, and the like may bereordered in any logically consistent way. Furthermore, blocks and stepsmay be combined into one or divided.

For example, when the information processing device 1 functions as agame server to which the communication terminal 2 is connected over anetwork, a mix of web display and native display may be used. Forexample, game progress screens may be displayed by web display on thecommunication terminal 2 based on data generated by the server(information processing device 1), and other menu screens and the likemay be displayed by native display with a native application installedon the communication terminal 2. In other words, the informationprocessing device 1 may be a server for a hybrid game in which theserver (information processing device 1) and the player terminal(communication terminal 2) are each responsible for a portion of theprocessing of the hybrid game.

The invention claimed is:
 1. A method of controlling an informationprocessing device for providing a game to a communication terminal, themethod comprising: determining at least one game medium from among aplurality of game media to be provided to a user of the communicationterminal; causing the communication terminal to display a screenincluding the determined at least one game medium, a first button, asecond button, and a third button, after determining the at least onegame medium and before providing the determined at least one game mediumto the user of the communication terminal; and storing the determined atleast one game medium associated with a user identifier of the user ofthe communication terminal in response to receiving a selection of thefirst button, not associating the at least one game medium with the useridentifier of the user of the communication terminal in response toreceiving a selection of the second button, and providing thecommunication terminal with a game medium environment of use for theuser to test use of the determined at least one game medium in responseto receiving a selection of the third button.
 2. The method according toclaim 1, wherein when a time elapsed since determining the at least onegame medium exceeds a predetermined limit, not providing thecommunication terminal with the game medium environment of use inresponse to receiving the selection of the third button.
 3. The methodaccording to claim 1, wherein the screen includes information on whethera time elapsed since determining the at least one game medium exceeds apredetermined limit.
 4. The method according to claim 1, wherein theuser determines whether the communication terminal is to be providedwith the game medium environment of use, and the user determines anumber of times that the communication terminal is to be provided withthe game medium environment of use.
 5. The method according to claim 1,further comprising: causing the communication terminal to redisplay thescreen, after providing the communication terminal with the game mediumenvironment.
 6. The method according to claim 1, wherein a number oftimes that the communication terminal is to be provided with the gamemedium environment of use is set in advance.
 7. An informationprocessing device for providing a game to a communication terminal, theinformation processing device comprising: circuitry configured todetermine at least one game medium from among a plurality of game mediato be provided to a user of the communication terminal, cause thecommunication terminal to display a screen including the determined atleast one game medium, a first button, a second button, and a thirdbutton, after determining the at least one game medium and beforeproviding the determined at least one game medium to the user of thecommunication terminal, store the determined at least one game mediumassociated with a user identifier of the user of the communicationterminal in response to receiving a selection of the first button, andprovide the communication terminal with a game medium environment of usefor the user to test use of the determined at least one game medium inresponse to receiving a selection of the third button, wherein thecircuitry is configured not to associate the at least one game mediumwith the user identifier of the user of the communication terminal inresponse to receiving a selection of the second button.
 8. Theinformation processing device according to claim 7, wherein when a timeelapsed since determining the at least one game medium exceeds apredetermined limit, the circuitry is configured not to provide thecommunication terminal with the game medium environment of use inresponse to receiving the selection of the third button.
 9. Theinformation processing device according to claim 7, wherein the screenincludes information on whether a time elapsed since determining the atleast one game medium exceeds a predetermined limit.
 10. The informationprocessing device according to claim 7, wherein the user determineswhether the communication terminal is to be provided with the gamemedium environment of use, and the user determines a number of timesthat the communication terminal is to be provided with the game mediumenvironment of use.
 11. The information processing device according toclaim 7, wherein the circuitry is configured to cause the communicationterminal to redisplay the screen, after providing the communicationterminal with the game medium environment.
 12. The informationprocessing device according to claim 7, wherein a number of times thatthe communication terminal is to be provided with the game mediumenvironment of use is set in advance.
 13. One or more non-transitorycomputer-readable recording media including computer programinstructions, which when executed by an information processing devicefor providing a game to a communication terminal, cause the informationprocessing device to: determine at least one game medium from among aplurality of game media to be provided to a user of the communicationterminal; cause the communication terminal to display a screen includingthe determined at least one game medium, a first button, a secondbutton, and a third button, after determining the at least one gamemedium and before providing the determined at least one game medium tothe user of the communication terminal; store the determined at leastone game medium associated with user identifier of the user of thecommunication terminal in response to receiving a selection of the firstbutton; and provide the communication terminal with a game mediumenvironment of use for the user to test use of the determined at leastone game medium in response to receiving a selection of the thirdbutton, wherein the computer program instructions further cause theinformation processing device not to associate the at least one gamemedium with the user identifier of the user of the communicationterminal in response to receiving a selection of the second button. 14.The one or more non-transitory computer-readable recording media ofclaim 13, wherein when a time elapsed since determining the at least onegame medium exceeds a predetermined limit, the computer programinstructions further cause the information processing device not toprovide the communication terminal with the game medium environment ofuse in response to receiving the selection of the third button.
 15. Theone or more non-transitory computer-readable recording media of claim13, wherein the screen includes information on whether a time elapsedsince determining the at least one game medium exceeds a predeterminedlimit.
 16. The one or more non-transitory computer-readable recordingmedia of claim 13, wherein the user determines whether the communicationterminal is to be provided with the game medium environment of use, andthe user determines a number of times that the communication terminal isto be provided with the game medium environment of use.
 17. The one ormore non-transitory computer-readable recording media of claim 13,wherein the computer program instructions further cause the informationprocessing device to cause the communication terminal to redisplay thescreen, after providing the communication terminal with the game mediumenvironment.
 18. The one or more non-transitory computer-readablerecording media of claim 13, wherein a number of times that thecommunication terminal is to be provided with the game mediumenvironment of use is set in advance.